
Bugs and complaints on current master
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An issue with [angband-4.0.3-504-g35c4104] and a !*healing* located on top of a lava flow # caused by monsters. I see it in the items list, I see it with "x" but when I step on it I get no "You see..." message and no auto pickup adding it to the stack in my inventory. "Get" works though.Leave a comment:
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Thanks - I had found the powerful one (although there are still issues with that code), but not the brand/slay one.Leave a comment:
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There'a also a potential problem with add_brand() and add_slay(). For example (brand -- slay is identical):
Code:struct brand *brand; ... append_random_brand(&art->brands, &brand) ... if (streq(brand->name, elements[i].name) ...
Code:struct brand *brand; ... if (append_random_brand(&art->brands, &brand)) { ... if (streq(brand->name, elements[i].name) ... }
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Code:if (powerful) { if (one_in_(2 * art->modifiers[mod])) { art->modifiers[mod]++; } }
From the old code, this should be:
Code:if (powerful) { if (art->modifiers[mod] == 0) art->modifiers[mod] = randint1(2); else if (one_in_(2 * art->modifiers[mod])) { art->modifiers[mod]++; } }
Last edited by PowerWyrm; December 14, 2016, 15:15.Leave a comment:
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Curses:
When I read a scroll of remove curse, it prompts first the item choice, then the available curses. When I press "arrow down" in the 2nd situation, the game crashes.
Also: How do I select a curse to remove ? When I press "return" on the 2nd prompt, the popup closes without any message, the curse is still there and the item has not become fragile. Did the game attempt to remove it, or does return just exit ? The scroll is gone, so I hope its the former. It would be helpful to get some dialogue feedback on what is going on.
I'll try to fix that.Leave a comment:
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Curses:
When I read a scroll of remove curse, it prompts first the item choice, then the available curses. When I press "arrow down" in the 2nd situation, the game crashes.
Also: How do I select a curse to remove ? When I press "return" on the 2nd prompt, the popup closes without any message, the curse is still there and the item has not become fragile. Did the game attempt to remove it, or does return just exit ? The scroll is gone, so I hope its the former. It would be helpful to get some dialogue feedback on what is going on.Leave a comment:
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Until recently nightlies the maximum level on egos wasn't actually enforced - there was a number in the ego file but it wasn't used anywhere. So it seems likely there is another explanation.Leave a comment:
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@Nick--
These are the faults I'm aware of:
* the issue that throwing brands on a weapon will make it better
* the possibility for ridiculously overpowered bows
* the possibility of off-weapon brands or blows. (This is guaranteed to be unbalancing)
* the possibility of truly high power items in every slot. (This is guaranteed to be unbalancing too.)Leave a comment:
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This in turn sounds like a failure of the allocation system to make allocation rates of ego 1 be independent of allocation rates of ego 2. We shouldn't need to make there be more crappy items just to ensure that there are fewer good items. I smell a theorycrafting post coming...Leave a comment:
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This is true. It is a result of putting max level on ego types and weapon types. In 3.0, Big 3 weapons with big 3 ego types (it was big 4 back then) were pretty rare. They are now found essentially every game.
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Nick-
The trouble with randarts has always been the attempt to improve value by piling on brands and slays on a weapon with mediocre base damage and bonus. No matter how many are piled on, a 2d5 weapon can never be better than just a 'good' blade of chaos. You end up with a lot of decorated junk and glorified Defender weapons.Leave a comment:
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Nick-
The trouble with randarts has always been the attempt to improve value by piling on brands and slays on a weapon with mediocre base damage and bonus. No matter how many are piled on, a 2d5 weapon can never be better than just a 'good' blade of chaos. You end up with a lot of decorated junk and glorified Defender weapons.
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